diff options
-rw-r--r-- | src/example/game.cpp | 32 |
1 files changed, 29 insertions, 3 deletions
diff --git a/src/example/game.cpp b/src/example/game.cpp index 61d8605..d447782 100644 --- a/src/example/game.cpp +++ b/src/example/game.cpp @@ -57,7 +57,7 @@ public: this->add_lamp_start(end, vec2(-350, -95)); } - void add_lamp_start(GameObject & obj, vec2 offset) { + void add_lamp_start(GameObject & obj, vec2 offset, unsigned int fps = 10) { Asset lamp_asset{"asset/jetpack_joyride/background/start/alarmLight_TVOS.png"}; obj.add_component<Sprite>(lamp_asset, Sprite::Data{ .sorting_in_layer = 5, @@ -75,7 +75,7 @@ public: }); obj.add_component<Animator>(lamp_glow_sprite, ivec2(422, 384), uvec2(6, 1), Animator::Data{ - .fps = 10, + .fps = fps, .looping = true, }); } @@ -90,7 +90,8 @@ public: }); begin_x += 600; - // Atributes for begin + this->add_lamp_hallway(begin, vec2(-70, -120), 11); + this->add_lamp_hallway(begin, vec2(30, -120), 9); GameObject middle_1 = mgr.new_object("hallway_middle", "background", vec2(begin_x, 0)); Asset middle_asset{"asset/jetpack_joyride/background/hallway/hallway1FG_2_TVOS.png"}; @@ -119,6 +120,8 @@ public: }); begin_x += 400; + this->add_lamp_hallway(middle_3, vec2(0, -120)); + GameObject middle_4 = mgr.new_object("hallway_middle", "background", vec2(begin_x, 0)); Asset middle_asset_4{"asset/jetpack_joyride/background/hallway/hallway1FG_2_TVOS.png"}; middle_4.add_component<Sprite>(middle_asset_4, Sprite::Data{ @@ -138,6 +141,29 @@ public: begin_x += 600; } + void add_lamp_hallway(GameObject & obj, vec2 offset, unsigned int fps = 10) { + Asset lamp_asset{"asset/jetpack_joyride/background/hallway/alarmLight_TVOS.png"}; + obj.add_component<Sprite>(lamp_asset, Sprite::Data{ + .sorting_in_layer = 5, + .order_in_layer = 0, + .size = vec2(0, 100), + .position_offset = offset, + }); + Asset lamp_glow_asset{"asset/jetpack_joyride/background/hallway/alarmGlow_TVOS.png"}; + Sprite & lamp_glow_sprite = obj.add_component<Sprite>( + lamp_glow_asset, Sprite::Data{ + .sorting_in_layer = 5, + .order_in_layer = 1, + .size = vec2(0, 300), + .position_offset = offset - vec2(65, -30), + }); + obj.add_component<Animator>(lamp_glow_sprite, ivec2(422, 384), uvec2(6, 1), + Animator::Data{ + .fps = fps, + .looping = true, + }); + } + void forest(ComponentManager & mgr) { GameObject forest_begin = mgr.new_object("forest_begin", "background", vec2(begin_x, 0)); |